I get stuck on the second map after I kill all the Kleers and Khnums, there's a boss health bar at the top of the screen that's nearly empty, but no idea where to go next. I noticed the pathfinding isn't implemented properly, must be difficult to get just right.

I think you guys went way overboard with Kleer spawns on the second map. No matter how I try to complete in on Serious, it just can't happen. Minigun and Devastator simply don't provide enough firepower destroy the Kleer flood even with close to 100% accuracy, and then more Khnums join the fun, completely sealing the player's fate.Also another thing, the enemies seem to work badly with the environment in general. I've had Werebulls and Biomechs jumping up and down as they go over bus stops or ruined cars.

most awesome campaign evaaa!. full of action and gore everywere. the only problem is that sometimes the monsters get stuck on certain places, sometimes it helps a lot! xD and the performance drop on final level

Hombre: Thanks guys for the suggestions on the version mismatch issue. We both have the ultimate resource packs, and the campaigns (parts 1 and 2), and all were gotten here in the Steam Community. This weekend we may just unsubscribe to all and sync the relevant local content file directories, then subscribe again to Approaching Hell 1 and 2 and the Ultimate Resource pack, and then try again. Will let you know. Thanks again, and the work you guys do and the time you put in to it is appreciated more than you know by all the people in the community who benefit.

It may be because: 1) of the other mods you're running; make sure that all game-play modification modes you have are the same. 2) if one of the campaign copies was obtained through Seriously! forums, it is possible that it is old or just incompatible because workshop version is split into two archieves. (haven't checked this yet)

Really loved this campaign. The waves were more similar to the original game in trying to figure out what to do. But I will be darn that those kleers in downtown game me difficulty! The last level was great and the secret with the hidden golden Scorpion dude was hilarious! Good job :D

I don't think you should reduce the enemy amount. I admit it's difficult in some areas (would never have passed it w/out cannonball lazer mod on serious difficulty) but that's what makes it fun :) The enemy amount reminds me of SS 1st En. and 2nd En. which SS3 BFE was really lacking imo :/ Overall I think these maps are great and I especially liked the secrets because they were a lot easier to find than BFE campain secrets and a lot more interesting too.

@Snowywaffle: the levels are undergoing revision right now. I'm fixing as many bugs and glitches as I can, and I'd be thankful if you can provide me with the info about the ones you've found.As for the kleers - at least on Normal you can kill them all with minigun (longer distances) and devastator (close range) rather easily. And even the spawning additional monsters won't be a great problem... plus, in the new version, this boss will be at least 40% easier. I'm still trying to figure out where the border between hard and you_must_be_godlike_to_win is.

Really fun. There are a few parts where it gets extremely hard, but it's still doable. Except the kleer skeleton part on downtown, that's impossible. I had to jump up on a truck where they couldn't get me and kill them one by one. There are also a few walled off areas that trap you if you jump into them, as there's no way to get out.

You need to balance this. It starts off great but gets super hard and enemies are stuck everywhere. I would reduce the amount of enemies you have in your main combat areas. Also the part with the double barrel shotgun and bulls can be completely negated if you don't pick up the shotties. SInce that wave is so hard, I just go past it. Also, the lighting looks like it needs to be done properly.

Nhunter: The Ultimate Resource Pack IS the same as my old Resource Pack (though, a newer more complete version), I just renamed it because it's not longer appropiate to call it "my pack" when there were so many people contributing to it, you included.

That's no problem, man. As soon as I finish beating a majority of the campaign, I'll give you a constructive critique of it, just as an attempt help you improve your mod and the community's reception of it. Plus, too. much. kleers. The amount of Kleers plus the Khnum Bros. is more than one can swallow.

@ Solais : I don't use anything but enemies from your resources, so, technically, the only reason you should need U-Pack is version-agreement for MP game.

@ Alex Da Lardsrtoker : Thanks. And as for the level 1 boss and it's entourage. That's still kinda WIP, and I may remove minor purples from easier difficulties, or even go as far as reducing the thing's damage altogether.

A rather enjoyable campaign with variety. The only problems I had with the campaign was the ridiculous amounts of enemies, and the first boss did not have to be accompanied by those other Biomechanoids, it was tough as fuck already without them. Other than that, perhaps the best campaign mod on the Workshop, and even good to the point where Croteam needs to add this to the Serious Sam canon.